I am sure we all agree that the skills and perks that are currently in the game desperately need a rework. After a long time with many changes to the game, a majority of the skills are rendered completely useless, while others remain very powerful. I figured I would attempt to rework them all. While I have kept the mechanics mostly the same, I have changed the usefulness of most, also considering which tank type is used. For example, a scout deserves to have skills aimed more at "sneakyness" and spotting, while a heavy tank should perform better in heavy engagements.

Below I show a draft of how I would have reworked the skills and perks. I probably haven't thought through everything perfectly, so any suggestions are welcome. Cheers

I'm sure all those numbers mean something to you but you need to explain it more.

Besides, WG are working on a revamp of the skills and perks.......

.....for four years or something.

My bad, meant to write "decrease" for both Snap Shot and Smooth Ride.

The mechanics of the skills and perks would be the same as always unless I specify otherwise.

I do not have enough time or space to explain the mechanics of each skill and perk, you can find that here:

wiki.wargaming.net/en/Crew (scroll down)

If you understand the mechanics of each skill / perk, you will hopefully also understand what the numbers are supposed to mean, at least to a degree. The main point here is that we need a rewamped skill system

The only skill that really needs changing is Intuition to 100%. I mean what's the point of picking up a skill that only MIGHT switch you to the correct shell type at a critical moment?

I don't really see how it is overly complicated. Different tank classes deserve to perform differently. Since WG clearly hasn't understood this, giving medium tanks better view range than light tanks etc, perhaps a class biased skill system could help fix that problem

If the game also had a good UI showing you the exact bonuses you get from each skill, I don't think that would be a problem.

I think the main issue is that most people have no idea how large of a bonus the different skills give. For example (sorry to all the deadeye fans out there), deadeye is as far as I have seen hugely over used. A lot of people have this skill, while its tiny 3% critical bonus might only give you an actual advantage every 500 games or so.. Choosing this over for example snap shot is madness. Snap Shot gives you a permanent 7,5% (!) turret traverse dispersion buff, something that hugely affects almost every shot you fire.

There are TONS of useless skills at the moment. Looking at this from a competitive view, there are a few skills and perks ranging far over the others, meaning you end up with almost the same setup for all tanks, classes and tiers.

I would prefer that we remove the skill from the individual crew members first.

Perhaps to nationwide extend instead.

So if you unlock the Sixth Sense Perk perk on one German commander, then all German commanders that are at a 100% tank skill will have it.

Or put another way, if you get an new German command and use the gold training option then you will in fact be making a copy of your German command.

Thereby removing the need to move crew of one tank to because one every 100% of the same nation will have the same skill.

So you just want to have everything without really working for it, all done and sorted in the first week of playing Wot? And how do you compensate all the players who have put in the hours grinding crews over the years? With this new system wiping out all their efforts it would mean a complete novice could be on a par with them within a few days.

Any modification to the crew skills mechanic has to be achievable, so as not to put players off, and also not disadvantage players who have already done the work. Yes there are some skills that are now more redundant than others, but these are the only things that need tweaking, not transform the fundamental basis of WOT into a game that you can finish and then move onto the next.

So you just want to have everything without really working for it, all done and sorted in the first week of playing Wot? And how do you compensate all the players who have put in the hours grinding crews over the years? With this new system wiping out all their efforts it would mean a complete novice could be on a par with them within a few days.

Any modification to the crew skills mechanic has to be achievable, so as not to put players off, and also not disadvantage players who have already done the work. Yes there are some skills that are now more redundant than others, but these are the only things that need tweaking, not transform the fundamental basis of WOT into a game that you can finish and then move onto the next.

Yes, I want to give new players a chance to catch up to the veteran player in terms of crew skills and equipment.

But that would not put them completely on par with the veteran players.

They will still have the ability and experience to help them win the battle.

It will still take considerable time to get a tank fully optimized. I see no reason to keep prolonging veteran players crew skill and equipment longer than necessary.

The idea that veteran players should get a boost from equipment for X amount of time is elitist thinking and only servers to give veteran players easy prey and weak teammates.

they should only benefit from the knowledge, ability and experience.

And the veteran players will not lost any crew skills or equipment. They will just be facing tank that are just as optimised as their own.

Some of those changes are far, far too powerful. For example call for vengeance at 7 seconds?! That means a suicide scout on malinovka could be getting in excess of 3k assisted damage easily, if it's tier 10 you could be talking over 6k. Why should the smallest and most thinly armoured tanks be given equal ramming defence as they biggest and heaviest?

I think the skills should be split entirely for tank types in some fashion.

Some of those changes are far, far too powerful. For example call for vengeance at 7 seconds?! That means a suicide scout on malinovka could be getting in excess of 3k assisted damage easily, if it's tier 10 you could be talking over 6k. Why should the smallest and most thinly armoured tanks be given equal ramming defence as they biggest and heaviest?

I think the skills should be split entirely for tank types in some fashion.

Perhaps 4-5 second would be better. And no, a scout would still not get close to that amount of damage. Either they are too far away to be shot, or they are close enough to be spotted from an aggressive bush. Vengeance is an under powered skill at the moment, and needs a buff.

Lighter tanks haven't been given equal ramming defense as the heavier tanks. All the mechanics are still the same. If a heavy tank rams a light tank, the light tank will in most cases be crushed. This skill only enables the driver to reduce the expected ramming damage taken.